Illumination: Daylight filtering down through
the tree canopy fills the area with dim light. Teleportation Circle: This permanent teleportation
circle is set atop a wooden platform 20 feet
above the ground.Stairway: A narrow stairway leads downward
through the trunk of the Ever-Tree from the teleportation
portal. The stairway is difficult terrain.Blood Chaos: Blood chaos covers the indicated
squares to a depth of 3 feet. These squares are difficult
terrain. This potent distillation of elemental
energy burns inanimate objects and melts living
flesh. A creature that enters or begins its turn in
an area of blood chaos takes 2d6 + 3 acid and fire
damage and is slowed (save ends).Tunnels: Sarshan’s servants have carved 7-foothigh
tunnels through the Ever-Tree’s vast roots

OOC: Any suggestions on party tactics? I could natural terrain understanding and shift everyone off the platform and +2 AC (not everyone has to be shifted off though, since Sal and Hed have teleporting). I was then thinking of having Rav leap off himself and land at L12, followed with a double attack.

"As you say Mal and whoever would be stupid enough to build a platform without ladders! Alright then Liberators! Move to the edge and jump off, but watch your step." Ravenblade tells his companions, trying to imitate Mal's authoritative tone. He then watches as they shift off the platform one at at time, some more gracefully than others. Relieved that none of them broke any bones, he looks around planning where to go himself.

OOC: Awesome rolls! Hedoni takes no damage. Salazar takes 3 damage. Mal takes 5 damage. Daggoth takes 3 damage. Each of you can shift 2 so you have options where you want to land at the bottom. If you don't chime in then let's have Hedoni be at N14, Salazar at N13, Mal at N12, and Daggoth at N10 to prevent the troll from rushing the group and tying us down. Per the rules you can't make the roll unless you're trained in acrobatics, but I recall from past times we never played with that restriction. The other thing we didn't play with in our last "platform battle" is that you fall prone unless you don't take any damage. Not sure about that one, but I figured we need to get off of this thing. I'll take the rest of my turn soon.

OOC: Not exactly what I had in mind, but sure, why not? I think it may be more important to lock the troll witch down than the regular trolls.

OOC: Hey! I mentioned what I was planning. If you have a suggestion of where you'd rather have Mal or any other PC be, then go ahead. I'm not set on the positions I wrote. I just figured that after jumping down you can't shift another spot (maybe with training and now damage) so Daggoth could go to o10, P10, or Q10 instead. Whatever you guys want is fine with me.

Not to be outdone by Hedoni's graceful drop, Ravenblade rushes towards the platform ledge and vaults off. He soars in a beautiful display before realizing he misjudged his timing. Scrambling, he lands on his left foot much harder than expected and it gives way dropping him to the floor. "Blast!" he swears, lying on the ground between the a large troll and the equally large troll witch. "Nothing for it but to smash the ankles then." he says grimacing and swings his craghammers at the troll witch. Both blows land thunderously, smashing muscle and bone, flinging the witch all the way into the blood ooze.

OOC: Rav takes 7 falling damage (and prone if that's how Emily is ruling it for the others) despite his crit athletics and that he's trained in acrobatics. Assuming both thundertusks hit, troll witch takes 52 total damage (14 of which was acid/fire), slowed save ends, and is now at V/W14-V/W13.

Hunter’s Quarry: 2d6 extra damage on a target marked with HQ, once per round

Powerful Action: When you spend an action point to make an attack, each target hit by the attack is knocked prone or dazed until the end of your next turn. You choose the effect for each target after the attack’s other effects are resolved.

Running Attack: +1 to hit with powers that include movement and moved at least 2 spaces

Plant to the Hilt melee, 1 target, 1 attack per weapon, 1d20+18/17;1d10+13/12, if one hit then slide target 2, if two hits, then the second slide increases to 4 (for 6 slide total), target must end adjacent

Second Wind minor, gain 22 hp and +2 def

Thundertusk Boar Strike melee/ranged, 1 or 2 targets, 1 attack per weapon, 1d20+18/17;1d10+13/12, if one hit then push target 2, if both attacks hit same target then push 6

Attacks on the Run melee/ranged, 1 or 2 targets, can use main weapon only, either 2 attacks on single or 1 attack each target, 1d20+18;3d10+13, can move 5 before the attacks, ˝ damage on miss

Root Gate minor, burst 10, create 2 single space, unoccupied zones that last UEE, when you or ally enters a zone can teleport to the second zone as a free action as long as it’s not occupied, enemies can’t teleport

Snarling Wolf Stance minor, stance, when enemy hits or misses you with melee or close attack, you can make a MBA as an imm reaction, you can then shift 3 but can’t end adj to an enemy

Seeing that it is worth the pain, the group follows Ravenblade's commands and everyone gets off the platform. The force of his hammer strike shoves the lead troll far into the acidic lake. The strength in the attack takes the leader by surprise and his look of hunger quickly turns to agony. The troll wails in pain, "Damn that slippery Sharshan and his clever blood chaos. Why did we have to move to this hellish spot? Why?!?"

After one passes through the tunnel in the tree root, the trolls go for Daggoth. "Don't worry boss, we'll smash him good." One steps on Daggoth's hand for 16 damage but he is able to twist away from the second troll's crushing foot.

Illumination: Daylight filtering down through
the tree canopy fills the area with dim light. Teleportation Circle: This permanent teleportation
circle is set atop a wooden platform 20 feet
above the ground.Stairway: A narrow stairway leads downward
through the trunk of the Ever-Tree from the teleportation
portal. The stairway is difficult terrain.Blood Chaos: Blood chaos covers the indicated
squares to a depth of 3 feet. These squares are difficult
terrain. This potent distillation of elemental
energy burns inanimate objects and melts living
flesh. A creature that enters or begins its turn in
an area of blood chaos takes 2d6 + 3 acid and fire
damage and is slowed (save ends).Tunnels: Sarshan’s servants have carved 7-foothigh
tunnels through the Ever-Tree’s vast roots

The shadar-kai warriors exchange worried glances "Quick, run and tell Liliaceae that more intruders have come!" The other replies "Right," and scampers off. The remaining warrior moves up behind Ravenblade and cuts him with her katar for 9 damage. As the cold blade bites into his flesh, dark coils of shadow swirl down the ranger's legs, holding him in place (restrained, SE). The other warrior comes up next to Hedoni. As the shadar-kai's blade is about to connect, the wizard's shield springs into effect, protecting him.

OOC: I'm assuming Hedoni would have his usual shield, staff and WE at the ready. If not, let me know.

Illumination: Daylight filtering down through
the tree canopy fills the area with dim light. Teleportation Circle: This permanent teleportation
circle is set atop a wooden platform 20 feet
above the ground.Stairway: A narrow stairway leads downward
through the trunk of the Ever-Tree from the teleportation
portal. The stairway is difficult terrain.Blood Chaos: Blood chaos covers the indicated
squares to a depth of 3 feet. These squares are difficult
terrain. This potent distillation of elemental
energy burns inanimate objects and melts living
flesh. A creature that enters or begins its turn in
an area of blood chaos takes 2d6 + 3 acid and fire
damage and is slowed (save ends).Tunnels: Sarshan’s servants have carved 7-foothigh
tunnels through the Ever-Tree’s vast roots

Mal stares at Ravenblade a moment before standing up. "Thanks, Arombalosh...I guess." The tiefling then stares at the troll, "Ok you big, dumb, ugly brute, you are going down! " Mal swings his glaive around, cutting into the troll and cauterizing the wound at the same time. "Finish him off, NOW!" As if taking his own advice, Mal glances at Daggoth and they swing their weapons as if in a well practiced dance, both hitting the troll hard.

With an assist from Daggoth, Mal leaves the troll with a serious burn. Using his stone, Mal learns that the shadar-kai stalkers are weakest in Fortitude and have no particular vulnerabilities.

Mal, Salazar and Hedoni are engulfed in darkness as the shadar-kai advance silently(zone of darkness blocks line of sight). One moves up behind Ravenblade and cuts him for 8 damage and then disappears. Although they can't see much, Mal and Salazar both feel the pain of a scimitar for 10 damage.

OOC: Let me know if you want Salazar to use an interupt to reduce his damage.

Illumination: Daylight filtering down through
the tree canopy fills the area with dim light. Teleportation Circle: This permanent teleportation
circle is set atop a wooden platform 20 feet
above the ground.Stairway: A narrow stairway leads downward
through the trunk of the Ever-Tree from the teleportation
portal. The stairway is difficult terrain.Blood Chaos: Blood chaos covers the indicated
squares to a depth of 3 feet. These squares are difficult
terrain. This potent distillation of elemental
energy burns inanimate objects and melts living
flesh. A creature that enters or begins its turn in
an area of blood chaos takes 2d6 + 3 acid and fire
damage and is slowed (save ends).Tunnels: Sarshan’s servants have carved 7-foothigh
tunnels through the Ever-Tree’s vast roots

OOC: Salazar will NOT use Fog Form (becoming insubstantial there until the end of my next turn is pretty worthless, since I go right away) and will NOT use his Belt, since resist 15 and then take 10 is wasted on 10 damage.

Salazar picks himself up, then unleashes a blast of flame at a troll and two shadar-kai. "Oh, I do love burning trolls," he chuckles to himself.

Hits Reflex 28 for 28 fire damage (+2 for gauntlets of blood and +4 from effect) against Light Blue Troll, hits Reflex 24 for 21 fire damage against Pink Shadar-Kai, and hits Reflex 28 for 21 fire damage against Orange Shadar-Kai, and on a hit the next enemy that hits me with a melee attack takes 4 fire damage.

Readying Fog Form and Belt of Raging Endurance.

Salazar Miller

Male Human Sorcerer 11 / Dragon Guardian

Passive Perception: 14, Passive Insight: 14, Senses: Normal

AC: 25, Fort: 22, Reflex: 21, Will: 25 - Speed: 6

HP: 62/75, Bloodied: 37, Surge Value: 21, Surges left: 7/10

Action Points: 1

Resists: 10 Fire, 10 Poison, 10 Necrotic

Dragon Scales (Class): +2 AC until the end of an encounter once first bloodied.

War Wizardry (Feat): -5 to attack allies with arcane powers, half damage on a hit.

Powers

-Blazing Starfall

-Burning Spray

-Dragonfrost

-Dragon's Breath (requires familiar in active mode)

-Flame Spiral

-Fog Form

-Guardian's Breath

-Rimestorm

-Second Wind

-Spatial Trip

-Sudden Scales

-Thundering Roar

-Ice Javelins

-Sun's Illumination

-Winds of Change

Items

-Staff of Ruin +2 - +2 attack / +4 damage, +2d10 damage on a crit.

-Laughing Death Drowmesh +3 - Resist 10 Necrotic.

-Laughing Death Drowmesh +3 (Daily) - Immediate Reaction. Use this power when struck by a melee attack. The attacker takes 3d6 necrotic damage and also takes a -2 penalty to Fortitude defense until the end of my next turn.

-Choker of Eloquence +2 (Daily) - Free Action. Use this power after you roll a Bluff or Diplomacy check. Reroll that check, using the second result even if it's lower.

-Gauntlets of Blood (Heroic) - +2 damage against bloodied targets.

-Belt of Raging Endurance (Encounter) - Immediate Interrupt. Trigger: An enemy hits you and causes damage. Effect: You gain resist 15 against that attack, but you also take 10 damage at the end of your next turn. Also, gain 1 healing surge.

Illumination: Daylight filtering down through
the tree canopy fills the area with dim light. Teleportation Circle: This permanent teleportation
circle is set atop a wooden platform 20 feet
above the ground.Stairway: A narrow stairway leads downward
through the trunk of the Ever-Tree from the teleportation
portal. The stairway is difficult terrain.Blood Chaos: Blood chaos covers the indicated
squares to a depth of 3 feet. These squares are difficult
terrain. This potent distillation of elemental
energy burns inanimate objects and melts living
flesh. A creature that enters or begins its turn in
an area of blood chaos takes 2d6 + 3 acid and fire
damage and is slowed (save ends).Tunnels: Sarshan’s servants have carved 7-foothigh
tunnels through the Ever-Tree’s vast roots